具体见
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9 D$ h- }! U( \1 F+ f; n+ ]http://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖
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/ i$ O: I+ }6 w& f/ T8 c! j大量更新,详见列表:
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Change History:
) g/ V& |: _2 vV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)( \. d+ ]8 |; S6 Y
1. Seventh Update – This release is a comprehensive release updating all previous
- W, N$ A3 `4 z3 `versions to v1.01.17 beta7 D. G, S, C+ n* V0 s5 b, Z' s( {
2. Code Changes
0 R% b. @* p9 b) l1 }Fixed- S- v8 @1 E3 z1 _0 E
1. Display of AF/Port icon between player saves based on player's intel. b" K2 ]* s+ A( b! u* s
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
" \( y! `1 X) _weapon list updated
# S) F( { C0 \) @( ~& t% t3. Reported cargo/troop safety values incorrect when no cargo/troop space5 e5 L) u: A- a/ S) j$ O
4. Allow smaller 'reserve' space for small groups on ships, b8 [. G/ w# Z T4 |9 o! P2 o9 x
5. Preserve some more data when swapping fragment and parent to prevent lost of parent4 M+ s% @( Z g7 c
6. Correct attacking plane count before final post-air combat
5 o- Z/ ^" e8 i$ D7. Pilot promotion may have occured in error sometimes) t8 f2 E+ Q: B+ D" L1 M4 J4 g
8. Raid detect message sometimes dropped of the combat report
) B9 Z o9 N/ {1 u9 j4 a9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
3 o) ^' b+ ?8 n- E% pgenerally
' u% D' w9 R1 s. o& S. d( q% H: R! e10. Some pilot-leader connections were being corrupted. E: z4 E! B/ x9 s4 g9 m0 i: Q0 M
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
* @( ?5 D1 n( x% P4 f9 s8 rother move issues due to the incorrect indicator' X* j7 m* Y3 A5 x" _$ T
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
4 r9 |% f4 {7 i5 T6 t% vdamage, {/ O( U7 k% A) d& K+ T
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool, p- C& N# o6 L* E# i* _
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
" L/ h1 ?6 d' s* P |1 odate sort0 d% |2 [3 ]9 W- R
15. ASW groups not allowed to attack sometimes
( D. |( Y) U+ [16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
* |, H7 L$ S# o! f% [6 nHQ/LCU to jump to reinforcement queue
9 X3 z- o7 t: U" F6 u17. Bug in bomber intercept if too many rounds of fighter v fighter combat
/ A: Y& R: k8 Y) s18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed6 H6 I* o- o* }
at start of AE but crept back in sometime during updates
7 C- ~2 V \( p; H19. Removed the fragment/parent swap during a TF unload as it could often orphan the
& B$ o7 B4 X5 E, V: xfragment.
7 J( Z$ G2 H# c3 B% e3 e20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade! \# |- @% S. r) u% ~1 F
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, J( ?$ q+ O9 V1 f+ \$ ~' Cshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
% h6 `) L% Y1 g- Zset
8 V" Q) k% G' _: J c22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
+ ^6 Q9 B5 i% f5 x9 Y; u0 |23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
+ L: {3 B/ o- N6 P/ i+ Z24. Bug caused F/FB to sometimes bomb at low altitude
9 ]5 J; Y' n) L5 V25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not) t) t$ p0 F/ } R" z: l) Y
occurring properly.3 X3 s2 R* {1 B1 Q9 `
26. Bug in Industry 'failed' indication not showing properly sometimes- K9 I" G! t2 } G7 J8 z
27. Location check at scenario load to include small map sceanrios! t1 Y3 l2 [/ L1 w0 E6 h1 w0 r8 R
28. Bug in air supply to fragments in a non-friendly base hex
]7 Q% l) v+ ^5 ]) e29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
2 `; [. q6 c4 F; n* O: Vbeing set to homebase before execution of the mission – ie was returning to base/ v# B6 v5 [; l0 \: t
immediately
9 f& w! n! }6 f! e- V* X1 f+ Z30. Error in Strategic map display
, |' i( v7 ~- H: V7 D8 J31. Additional and stockpile options were not turned off when base was captured+ f; j: v5 S4 k6 h8 x
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on7 v9 `' W- ?: B
mouse over
4 A: C) H& I8 C3 O' B# s33. Army experience being gained when not 100% prepared as per manual; changed to allow* H* P" M( T2 \- m
chance to gain experience if >75% prepare and < 50% national exp level
8 k) Z& g; M( l+ @5 q! i34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to! l. I6 u: B+ n2 @6 }7 x
alleviate the incorrect experience gaining happening while in reinforcement queue
( d' n# Z3 X8 q! c# I% f35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –' U$ h" Z) r% |3 c
caused unit to jump “off-rail” and move overland/ K; `1 [% u( w+ e
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ* H& _/ ]9 F: m8 C, | \8 A7 P
37. Excessive accident messages on unload from TF reported& I4 `- o+ h% c) M2 J0 X
38. Reworked editor sub-unit merging as some devices could drop off the unit list when7 }& w# y: ~6 @9 I
merged causing smaller size unit than expected0 F+ {2 N& l) y6 p
39. Corrected possible TOE error in scenario data load for inactive units6 |" J2 x% L6 q% g/ I
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
% m7 F0 p# L; Qhowever be allowed to do this.
3 f4 y r* f6 k0 P4 g41. Possible CTD if sinking ship's load was a group; W2 @$ ~1 x. E K
42. Limit the number of devices built from resources per unit during LCU replacements; this& Q. L5 x' [8 J. W
was causing an over production for that turn4 w$ G( t7 Q) f6 q2 D
43. Retain day/night setting when creating group fragments% |+ m; F0 J* ?- e1 Q
44. Adjusted supply and fuel values in base list not to overrun the space
- e0 Z C( K' o' r M1 B( w45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but! i; i$ t+ w! X5 r4 c
added YMS to Sweep TF in line with manual and code
$ F! U1 F1 u7 k0 k46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
" I( E. i( |# h$ x% T# ?; Trule relates to the abundance of manpower and is not covered by replacement pool. Normal
# H# T4 w" ~' R8 S) Frebuilding of destroyed units is not affected by this.2 V; h) w3 h" U! z! W4 E5 [
47. Carrier capable and trained text not showing together on Group screen* f9 ?) t' e/ C8 C% I
48. Handle any blank re-name changes by ignoring them" O/ q5 J+ [5 f) q8 X
49. Possible CTD when air fragments combine# K# Y: B: E9 I# x5 [( [
50. Unloading TF can freeze a LCU onto a ship under some conditions
z: H$ i5 @" b: H# m51. AI not behaving if main HQs missing (affects small map mainly)
+ B; R( w( |+ Z2 t52. AI using AGC for normal land units – removed from TF if not needed+ D- a; o- o) A
53. Soviet activation message not in Ops report5 _5 L5 H# p! Q" y! b+ E# b. H, G
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range$ z; }0 C1 d+ s2 ?6 h7 j* H n
55. Clear Soviet air balance if not activated. Possible incorrect base switching2 J# C( S6 O% x3 n. v
56. Sub attack against docked TF not happening for port size <3
1 B* o& [! x; P& w! X8 r' \57. Unit type changing unexpectantly$ ~4 g u& e: I- Q: T0 [
58. Torpedo replacement on plane sometimes is missed
# W) N( `9 x; s! ]0 i59. Double handling of overstacked supply requirements V' u3 M u3 L0 W% }
60. Fixed alternate weapons for port attacks
& h, X: h4 g1 w% [7 f w: m61. Corrected weapon system damage to show after combat on ships in port rather than wait till, Z6 Y$ ]' E9 U: X, N; o
sometimer in the ship repair cycle.
7 d( L: O& J, g( R62. Ship tonnage over 32K could cause repairs to fail! I$ H: {$ {% x4 x
New2 _' y& }: B# O! Z v
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
% g: H# r# T5 X) l! pport* G) G6 s1 c% R: u3 a1 x2 ]& y
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.7 w: Q8 d( g! {5 {7 H
Tenders not counted( M) n' l, t* U- E1 j
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
9 f1 Z3 I7 q1 N& B' E" i/ {4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method4 g! ]1 I$ ?+ y0 ~1 c
to remove damaged ships from TF
0 A$ G' l) S% y L5. New filter for “non-building” devices in Industry pool screen0 ?$ t. d$ T( { h$ D
6. New filter for “non-building” aircraft in Air Replacement pool screen
+ e$ @3 a2 }# L! x1 M# |/ o7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
7 q0 V1 ]% |6 Z$ }mines (^) detected+ h3 {5 ^1 V0 O& ^
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the5 p- e/ B, A$ r' ^
‘button6..’ image files, then these will be shown. If not, by default there are shown as
+ i" E% ]0 }0 C2 E$ p; G, {6 U% [standard parachute unit icons
7 j0 \% M' e" q9 x9. Air/port damage and building is shown in base mouse over
- _4 g0 X; y$ j6 M3 r; T7 g8 ~10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on+ V% d) W q/ ?/ c
11. TF can be routed to stay within coastal hexes as much as possible/ v/ Z, j/ a* b+ P
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
1 k9 |: o d" h5 Y$ J13. Added option on group and LCU reinforcement screen to turn off replacements
5 r0 Y" ~$ c1 i1 r- m `14. Current base can get supply returned to it when reserve planes returned which were* s. y7 |2 ^1 e; _
originally supplied from another base ^' n. Z# a; q$ |
15. Unit type filter on Troop Loading screen- u* ^# t: n8 B! X7 T
16. Report killed ground units if not in combat report
. X4 \: \/ H2 t1 }# D0 }6 K* AChanged( j t' ^) n; R1 T% @! p+ V
1. AF of 8+ have AV support doubled for purposes of determing support for air operations# x" c. | }7 b
(complements fix 18 above). ~; E7 g% z0 {+ t% R5 T3 {
2. Permanently increased pilot array to 70K
9 b0 p5 {% X. C: `8 Z* j5 r1 L( a3. Increased number of air combat rounds are a factor of total aircraft involved! j, h/ r# E6 f0 d! Q
4. Allowed submap to submap movement if land connected for land units. Should have been% F9 S8 Q" o4 S1 U' h; R; t. e
so as per Andrew Brown
% d8 T: X1 B& w1 Y$ H: O5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
0 D6 y9 V1 K% Xdelay toggle instead
6 q3 V9 {) n: {- y. Y I6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
' j* @' x' {5 N& [& q W$ }maintenace a bit more% I) Z6 C8 e3 b( g# T' e: N
7. Support device replacements won't decrease the overall experience of LCU units. This does8 X5 U9 k4 m# N0 W
not alter the overall EXP change due when any replacements are received.8 R% `1 m3 G) @( R' H
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction4 l$ ^! V; y5 _# ]9 J9 A- x1 f. V
between the two but could break current games.
, z1 _- n6 b/ d5 k0 E$ _7 Z9. Some LCU Prep points may be retained if unit is experienced- s5 _3 e `' {5 {# g, K
Notes
; p2 x6 T* l; w2 J% e- x, h1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario9 x. |! @$ u! w# n: k( B
should not change player or HQ, even if not in play. These original HQs are used by the AI. i5 U; K$ ^8 _2 {) J9 o9 q
routines so changing or deleting them can put the AI off. Changing other elements should* R) U1 H& e# G* j& F. w3 A' Y' ?
be okay.. ^. l v, R- u+ G( j
2. Clarification to weapon filters for aircraft:* \$ ]/ i" [1 ]3 z! |
PM_NAVAL_ATTACK 2 // used for naval attacks
% ^6 E* O& c1 l8 O) J( h OPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)) j$ [- I8 k2 {8 ?% L
PM_LAND_ATTACK 8 // used for land (ground) attack
( l5 z' e- h' A& E9 T# a* U- c1 }; TPM_PORT_ATTACK 16 // used for port attack
- y$ V3 Y) y& z3 Z. r' Y) e# z1 ]PM_AF_ATTACK 32 // used for AF attack
+ m: B9 D" f' A& e6 i" d5 G6 B8 ZDropped any reference to secondary values for land and AF as they served no special use.
/ s6 J% }& I k; b+ `5 nClarification changes
. C- p( E& y$ T x# Z7 g1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
9 Y) M; S5 Y: R; L" _* G( a* u# ?bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),/ k8 {1 P. p9 B1 x N
MONGOLIA(91) or TANNU_TUVA(92).
/ q5 K" S4 n) b# G5 _) da. Allied non-Soviet groups can't transfer to Soviet Motherland bases# O" }) R" E0 `) [- A! u2 Y
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
, h! i, {( z9 s7 S1 p( _( T$ Ic. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases# J% `! ^4 E. m# ?
after Soviets are activated, but can’t move+ W: O6 ~* {/ `
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if! D* _. ?9 @6 d+ A. {8 ]9 p) n
disbanded in port.9 ~) B: O7 W, K0 M8 I; l/ ]
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently! R( e+ P" s9 } e' ~7 t2 F
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |